Welcome to the Sydri Combo Cannon Primer

A deck designed to acquire and execute one of several infinite mana combos, then sink that mana into a win condition such as Walking Ballista or Goblin Cannon . A draw spell like Pull from Tomorrow and Demonic Consultation / Angel's Grace + Ad Nauseam will work for a Laboratory Maniac win.

This deck on average will present a combo by turn 3 or 4. If disrupted, it will rebuild to attempt a second combo within the following 2 turns. It is very possible to win on turn 2 or even turn 1 (however very unlikely).

These combos are the primary pieces to go after. They often only require tutoring for one, maybe two, pieces to go off. These combos do not require our Commander and aren't very mana intensive.

Power Artifact + Grim Monolith / Basalt Monolith

Isochron Scepter + Dramatic Reversal +Mana Rocks/Creatures that tap for 3 or more mana

Rings of Brighthearth + Basalt Monolith

Metalworker (2 Artifacts in hand)+ Voltaic Construct

Metalworker (3 Artifacts in hand)+ Staff of Domination

Laboratory Maniac + Demonic Consultation

Angel's Grace + Ad Nauseam

These combos usually see play during games that last longer than 5 or 6 turns thanks to our stax players. Also let's face it, sometimes our playgroup has more counterspells than we do and won't let us land the first combo. No problem! A lot of our combos overlap, using pieces from one another.

Metalworker (2 Artifacts in hand)+ Staff of Domination + Rings of Brighthearth

Isochron Scepter +Any Instant 2 or less+ Paradox Engine +Mana Rocks that tap for 3 or more mana

Rings of Brighthearth + Voltaic Key + Metalworker (2 artifacts in hand)

Rings of Brighthearth + Aphetto Alchemist + Grim Monolith / Basalt Monolith / Mana Vault

Illusionist's Bracers + Aphetto Alchemist +any mana rock or artifact land

The Sydri Combos are essentially an extension of the Secondary Combos. These combos require more pieces and are generally less efficient. When a game goes longer than expected, casting Sydri breathes life into this deck. Once our commander is on the board, it opens up many more avenues to acquire our infinite mana.

Sydri, Galvanic Genius + Illusionist's Bracers + Grim Monolith / Basalt Monolith

Sydri, Galvanic Genius + Voltaic Construct + Grim Monolith / Basalt Monolith / Mana Vault

Sydri, Galvanic Genius + Staff of Domination + Power Artifact + Mana Vault / Grim Monolith

Sydri, Galvanic Genius + Illusionist's Bracers + Voltaic Key + Grim Monolith / Basalt Monolith / Mana Vault / Sol Ring / Mana Crypt / Metalworker (1 Artifact in hand)

Sydri, Galvanic Genius + Illusionist's Bracers + Voltaic Construct + Sol Ring / Metalworker (1 Artifact in hand)

Sydri, Galvanic Genius + Metalworker (2 Artifacts in hand)+ Staff of Domination + Power Artifact

Sydri also has some fun tricks like animating your opponent's Mana Crypt and Mox Diamond effectively making them 0/0 creatures and sending them to the graveyard.

So we've made infinite mana, now how do we win? Well obviously, we play the Walking Ballista or Goblin Cannon in our hand, right? In a perfect world, yes, but sometimes this isn't the case. Luckily we have tools at our disposal to get our win condition.

Obviously any tutor will get us there, even if we only have infinite colorless mana. Beseech the Queen is a colorless tutor that can grab a Walking Ballista regardless of how many lands are on the field.

An Expedition Map can grab an Inventors' Fair to tutor our win condition as well.

Any "Draw X" spell including Stroke of Genius and Pull from Tomorrow will allow us to draw our deck. Once we've drawn our entire deck, we can play a Laboratory Maniac for an alternative win or play Walking Ballista / Goblin Cannon for damage.

Staff of Domination can be used as a draw spell too if we've played a combo that doesn't use it to achieve infinite mana.

Paradox Engine + Sensei's Divining Top + Voltaic Key or Rings of Brighthearth doesn't make infinite mana unless you have rocks that produce more than 2 mana on the field, but can be used to draw the entire deck.

Isochron Scepter + Dramatic Reversal +Mana Rocks/Creatures that tap for 2 mana and Sensei's Divining Top will draw the entire deck as well.

The deck has a fair amount of interaction built into it to protect your combo and prevent your opponents from sticking their win conditions.

Dispel

Force of Will

Mental Misstep

Pact of Negation

Spell Pierce

Delay

The goal is to stay proactive when playing against stax decks with counterspells. Stax decks are our hardest match-ups with cards like Stony Silence , Blind Obedience , Null Rod and Root Maze .

Opening with a Silence is our best case scenario on a turn we want to combo off.

Shadow of Doubt is one of the best tools we have to interrupt our opponents' combos (especially Protean Hulk triggers).

Suggestions

Updates Add

The Ahpetto Alchemist and Illusionist Bracers line has been removed for Timetwiser and Spellskite for better control and card draw.

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Casual

91% Competitive

Revision 5 See all

(4 years ago)

-1 Academy Ruins main
+1 Aetherflux Reservoir main
-1 Aphetto Alchemist maybe
-1 Beseech the Queen main
+1 Bolas's Citadel main
+1 Cabal Ritual main
+1 Cavern of Souls main
+1 Chain of Vapor main
+1 Counterspell main
-1 Death Cloud maybe
-1 Defense Grid maybe
-1 Demonic Consultation main
+1 Dovin's Veto main
-1 Drowned Catacomb main
+1 Emergence Zone main
-1 Expedition Map main
+1 Gemstone Caverns main
-1 Glacial Fortress main
-1 Grim Tutor main
+1 Helm of Awakening main
and 52 other change(s)
Top Ranked
  • Achieved #66 position overall 5 years ago
Date added 5 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

44 - 0 Rares

21 - 0 Uncommons

18 - 0 Commons

Cards 100
Avg. CMC 1.93
Tokens Bird 2/2 U
Folders A list, Favs, Competitive decks, Favorite Decks, Personal Favorites, EDH stuff, Cedh
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